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tr_shader: skip standalone lightmaps, they are assumed to be buggy
Skip standalone lightmaps, they are assumed to be buggy, see: #322
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src/engine/renderer/tr_shader.cpp

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@@ -5171,6 +5171,14 @@ static void FinishStages()
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bool shaderHasNoLight = true;
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bool lightStageFound = false;
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/* Skip standalone lightmaps, they are assumed to be buggy,
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see: https://github.com/DaemonEngine/Daemon/issues/322 */
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if ( numStages == 1 && stages[ 0 ].type == stageType_t::ST_LIGHTMAP )
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{
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stages[ 0 ].active = false;
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numStages = 0;
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}
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for ( size_t s = 0; s < numStages; s++ )
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{
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shaderStage_t *stage = &stages[ s ];

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